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I FOR REAL
Much work is needed in
this new field, but that is
CA, and the Cave, created by the University of Illinois, Chicago [see p. 301.
Liqui6crystal shutter glasses, such as CrystalEyes by Stereographies, must be
worn. The Cave can cost as muchas US $1 OOOOOO, but several are being built
in industry and government.
High-end graphics workstations or specialized computers usually gene&?
the virtual scene from a 3-D database that is often derived from some unique
modeling packagelike computer-aiM design software andlor a finiteelement analysis program. The rendering component transforms the abstract
numerical representationsinto easily interpreted images, usually composed of
colored polygons. The final result is hwo stereo images that are transmitted to
ew of this system preventsa sense of immersion but, on the display.
s k r frwne rates and h m sharper imagery. Also, the
Most of today3 tracking systems, which may sit atop workstatiis or be suscompared to more immersive displays. Leading com- pended from ceilings, use either migrteticfields or ultrasound to measurethe
glasses and other equipment include Stereographics position and orientation of objects like HMDs o
,and TWwix Inc., Beaverton, OR.
transmitter emits a continous signal that hits the
ense of immersion is provided by the head-inomted display translated into six-degreedfreedom meeso
ks out the real world and wen allows the user to assume a for the computer. Leaders in the hadring area in
such as that of a fish. There are also see-through HMOs that and PolhemusInc., Colchester, VT.
ination or the virtual and real worlds, known as augmented
Of the various input d e v i i used in VR, the wired glove is often the most
new HMO with 1-inch CRT screens was recently introduced by useful. Its user can touch or grasp both virtual and real ob@s without undue
of the unit, diffi&y. Informationfrom sxnsors W measure the W
n
ig of finger and harKl
are still u n c o m f o ~ ~ l e ~thei t bulkiness
h
though, must wait for &ses with built-in displays.
joints is related to the position of the glove, which is tracked separately. In imA heabcoupled dwky (HCD)is like a huge pair ot binoculars supported rnersiveVR, the wired glove is represented in the vittuai scene, typically as a
by a a b l e robot-like arm. The image sources and optical components are disembodted, floating hand.
The computer processes the trackiig information and OWinputs from&
endof anarm,which also has a buitt-in W n g sy&m with no lag.
solutionand a wider field of view beGause weight
HMDs. They also offer immersionwith the added
t, which is why they are a favorite at trade shows
ion is the Boam (binocular ~ n i mm~ i ~ i ~
o Park, CA. A disadvantage in some applications
manipulate the display and audio is not standard.
use multiple large-screen projection displays,
ulf groups of viewers .Examples are the M1
4AA.
icrosystems Computer Corp., Mountain View,
Adam-Vi
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available, is the point of entry for simulating
early prototype designs, Socks said.
k i n g ' s new airliner, the 777, to be rolled
out next year, is its first to be designed
without the use of a full-scale physical mockup. The aircraft design is being specified digitally, using Catia software on IBM mainframes and CAD workstations.
It is a tribute to what can be done in soft
design without VR. Current VR systems are
orders of magnitude away from being able
to render the complexity and detail necessary for such a design at acceptable frame
rates. Representations capable of being displayed in VR of the part geometries for the
whole aircraft would consist of between 5
billion and 10 billion polygons, estimated
David Mizell, virtual systems manager at
W i g Computer Services, Seattle, WA.
But the allure is great. In certain situ26
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the research lab has also highlighted deficiencies-and spurred an urgent desire for
improvement. The current performance is
marginal. It will stay marginal for quite a
while, Silicon GraphicsHelman told several
hundred designers at Siggraph 93 in August.
For a truly entrancing experience, a
iumble of things must happen simultaneously and seamlessly. Perhaps most important is keeping up an acceptable frame
rate for the user, usually about 20-30 Hz
for each eye, while juggling tasks like mathematical simulation, visual rendering, audio,
force feedback, and collision detection. Input
data from trackers, motion platforms, and
so on must be taken into account, too.
Currently, all these tasks are too taxing
for most workstation arrangements so d e
signers must make tradeoffs. To orchestrate so many pressing demands, two basic
approaches are employed synchronous and
asynchronous.
With the synchronous method, the user
always gets the most recent result, just in
time. But it is limited by the speed of the
slowest task. In the unpredictable VR world,
noted Helman, it is hard to have all tasks
run predictably in their allotted time.
Consequently, frame rates may slow down,
but the frame will have complete data.
With the asynchronous method, the frame
rate is kept up by sacrificing completeness.
For instance, if collision detection takes a
tenth of a second and visual rendering takes
a sixtieth of a second, the scene can be
rendered six times while the collision is calculated. This scheduling is obviously more
complex and latencies may occur. The car
may have already gone off the racetrack,
Helman observed.
A compromise between the two approaches, with the tasks being divided
among different machines with different priorities, is often necessary to keep frame
rates consistently high and latencies low.
Another common compromise is just to
drop features like as collision detection.
Many applications also neglect sound and
force feedback. Most attention is currently
focused on the tug of war between image
quality and frame rate. Frame rates around
10 Hz are very choppy. The trouble is,
people like complex images, so we tend to
bring it to m i n i frame rates, said
Daniel Sandin of the University of Illinois,
Chicago.
If a graphics computer can render a
million polygons per second, then getting 30
frames per second would allow (simplistically) about 33 000 polygons to depict a
scene. Nonetheless, a molecule can look
much better when depicted with 100 000
polygons, so a user may put up with a frame
rate of 10 Hz.
Compensatory techniques such as the
blurring from anti-aliasing can make W b y 512-pixel displays seem almost as good as
1280-by-1024screens (which have L3 million
pixels that need refreshing), said Silicon
Graphics Helman. Texturing can save on
Adam-Virtual
With a commercial
DataGlove, a user can
crush a virtual soda
can [left1 programmed
with compliance and
tensile-linearity parameters. Small pneumatic microcylinders,
attached to the glove
from the palm to the
Fngertips with Velcro,
produce force feedback,
so the user feels a near
natural tactile sensation,said researchers at
the Human-Machine
Interface hboratory,
Rutgers
University,
Piscataway, NJ
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